(Upon ending your journey, you collapse and must remain immobile and resting for a duration equivalent to your running time.)
(Activating this Power requires a specific kind of item.)
- Subject to GM approval.
- Once per Day
(May only use this Power once per day.)
- Tunnel Vision
(While this power is active, you are at -2 dice to all Actions, and cannot Concentrate.)
- This means you cannot perform any actions which require your full attention, such as Committed Actions, as well as a number of Powers.
(Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
- Condition must be significant. Subject to GM approval.
(The world blurs around you while you are running. To notice anything that may be dangerous, you must succeed a Perception + Alertness roll at difficulty 9.)
- Unique Focus
(This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
(Make a Trauma roll when you use this power)
- Slow Restart
(If you stop moving, this Power ends. You must reactivate it to continue.)
(Activating this Power requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Power Fails.)
- Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion.
If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
(Activating requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
- You cannot use Armor to soak this damage.
(After this Power ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.)
(Using this Power consumes some material good in addition to its other costs.)
- The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
(This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
- This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.
- Unstoppable Object
(You can't turn or slow down, and must run until either your duration runs out or you collide with something. Running into objects at high speeds is likely to cause severe Injuries.)
- Because you cannot slow down, if you accelerate to a given speed, that will be your minimum speed until the effect ends.
Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.